// Made with Amplify Shader Editor v1.9.6.2
// Available at the Unity Asset Store - http://u3d.as/y3X 
Shader "ASESampleShaders/Omni Decal/SRP URP Omni Decal"
{
	Properties
	{
		[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
		[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
		_Size("Size", Range( 0 , 1)) = 1
		_Rampfalloff("Ramp falloff", Range( 0.01 , 5)) = 5
		_Ramp("Ramp", 2D) = "white" {}


		//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
		//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
		//_TessMin( "Tess Min Distance", Float ) = 10
		//_TessMax( "Tess Max Distance", Float ) = 25
		//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
		//_TessMaxDisp( "Tess Max Displacement", Float ) = 25

		[HideInInspector] _QueueOffset("_QueueOffset", Float) = 0
        [HideInInspector] _QueueControl("_QueueControl", Float) = -1

        [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
        [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
        [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}

		//[HideInInspector][ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
		[HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0
	}

	SubShader
	{
		LOD 0

		

		Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Unlit" }

		Cull Front
		AlphaToMask Off

		

		HLSLINCLUDE
		#pragma target 4.5
		#pragma prefer_hlslcc gles
		// ensure rendering platforms toggle list is visible

		#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
		#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"

		#ifndef ASE_TESS_FUNCS
		#define ASE_TESS_FUNCS
		float4 FixedTess( float tessValue )
		{
			return tessValue;
		}

		float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
		{
			float3 wpos = mul(o2w,vertex).xyz;
			float dist = distance (wpos, cameraPos);
			float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
			return f;
		}

		float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
		{
			float4 tess;
			tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
			tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
			tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
			tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
			return tess;
		}

		float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
		{
			float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
			float len = distance(wpos0, wpos1);
			float f = max(len * scParams.y / (edgeLen * dist), 1.0);
			return f;
		}

		float DistanceFromPlane (float3 pos, float4 plane)
		{
			float d = dot (float4(pos,1.0f), plane);
			return d;
		}

		bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
		{
			float4 planeTest;
			planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
							(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
							(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
			planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
							(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
							(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
			planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
							(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
							(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
			planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
							(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
							(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
			return !all (planeTest);
		}

		float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
		{
			float3 f;
			f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
			f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
			f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);

			return CalcTriEdgeTessFactors (f);
		}

		float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
		{
			float3 pos0 = mul(o2w,v0).xyz;
			float3 pos1 = mul(o2w,v1).xyz;
			float3 pos2 = mul(o2w,v2).xyz;
			float4 tess;
			tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
			tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
			tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
			tess.w = (tess.x + tess.y + tess.z) / 3.0f;
			return tess;
		}

		float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
		{
			float3 pos0 = mul(o2w,v0).xyz;
			float3 pos1 = mul(o2w,v1).xyz;
			float3 pos2 = mul(o2w,v2).xyz;
			float4 tess;

			if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
			{
				tess = 0.0f;
			}
			else
			{
				tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
				tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
				tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
				tess.w = (tess.x + tess.y + tess.z) / 3.0f;
			}
			return tess;
		}
		#endif //ASE_TESS_FUNCS
		ENDHLSL

		
		Pass
		{
			
			Name "Forward"
			Tags { "LightMode"="UniversalForward" }

			Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
			ZWrite Off
			ZTest Always
			Offset 0 , 0
			ColorMask RGBA

			

			HLSLPROGRAM

			#define _SURFACE_TYPE_TRANSPARENT 1
			#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
			#pragma multi_compile_instancing
			#pragma instancing_options renderinglayer
			#define ASE_SRP_VERSION 170003
			#define REQUIRE_DEPTH_TEXTURE 1


			#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
			#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
			#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT

			#pragma multi_compile _ DIRLIGHTMAP_COMBINED
            #pragma multi_compile _ LIGHTMAP_ON
            #pragma multi_compile _ DYNAMICLIGHTMAP_ON
			#pragma multi_compile_fragment _ DEBUG_DISPLAY

			#pragma vertex vert
			#pragma fragment frag

			#define SHADERPASS SHADERPASS_UNLIT

			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
			#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"

			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"

			#if defined(LOD_FADE_CROSSFADE)
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
            #endif

			#define ASE_NEEDS_FRAG_SCREEN_POSITION


			struct Attributes
			{
				float4 positionOS : POSITION;
				float3 normalOS : NORMAL;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryings
			{
				float4 positionCS : SV_POSITION;
				float4 clipPosV : TEXCOORD0;
				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
					float3 positionWS : TEXCOORD1;
				#endif
				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					float4 shadowCoord : TEXCOORD2;
				#endif
				#ifdef ASE_FOG
					float fogFactor : TEXCOORD3;
				#endif
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float _Size;
			float _Rampfalloff;
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			sampler2D _Ramp;


			float2 UnStereo( float2 UV )
			{
				#if UNITY_SINGLE_PASS_STEREO
				float4 scaleOffset = unity_StereoScaleOffset[ unity_StereoEyeIndex ];
				UV.xy = (UV.xy - scaleOffset.zw) / scaleOffset.xy;
				#endif
				return UV;
			}
			
			float3 InvertDepthDirURP75_g18( float3 In )
			{
				float3 result = In;
				#if !defined(ASE_SRP_VERSION) || ASE_SRP_VERSION <= 70301 || ASE_SRP_VERSION == 70503 || ASE_SRP_VERSION == 70600 || ASE_SRP_VERSION == 70700 || ASE_SRP_VERSION == 70701 || ASE_SRP_VERSION >= 80301
				result *= float3(1,1,-1);
				#endif
				return result;
			}
			

			PackedVaryings VertexFunction( Attributes input  )
			{
				PackedVaryings output = (PackedVaryings)0;
				UNITY_SETUP_INSTANCE_ID(input);
				UNITY_TRANSFER_INSTANCE_ID(input, output);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);

				

				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = input.positionOS.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif

				float3 vertexValue = defaultVertexValue;

				#ifdef ASE_ABSOLUTE_VERTEX_POS
					input.positionOS.xyz = vertexValue;
				#else
					input.positionOS.xyz += vertexValue;
				#endif

				input.normalOS = input.normalOS;

				VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );

				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
					output.positionWS = vertexInput.positionWS;
				#endif

				#ifdef ASE_FOG
					output.fogFactor = ComputeFogFactor( vertexInput.positionCS.z );
				#endif

				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					output.shadowCoord = GetShadowCoord( vertexInput );
				#endif

				output.positionCS = vertexInput.positionCS;
				output.clipPosV = vertexInput.positionCS;
				return output;
			}

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float4 vertex : INTERNALTESSPOS;
				float3 normalOS : NORMAL;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct TessellationFactors
			{
				float edge[3] : SV_TessFactor;
				float inside : SV_InsideTessFactor;
			};

			VertexControl vert ( Attributes input )
			{
				VertexControl output;
				UNITY_SETUP_INSTANCE_ID(input);
				UNITY_TRANSFER_INSTANCE_ID(input, output);
				output.vertex = input.positionOS;
				output.normalOS = input.normalOS;
				
				return output;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
			{
				TessellationFactors output;
				float4 tf = 1;
				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(input[0].vertex, input[1].vertex, input[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(input[0].vertex, input[1].vertex, input[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(input[0].vertex, input[1].vertex, input[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
				#endif
				output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
				return output;
			}

			[domain("tri")]
			[partitioning("fractional_odd")]
			[outputtopology("triangle_cw")]
			[patchconstantfunc("TessellationFunction")]
			[outputcontrolpoints(3)]
			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
			{
				return patch[id];
			}

			[domain("tri")]
			PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				Attributes output = (Attributes) 0;
				output.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
				output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
				float phongStrength = _TessPhongStrength;
				output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
				return VertexFunction(output);
			}
			#else
			PackedVaryings vert ( Attributes input )
			{
				return VertexFunction( input );
			}
			#endif

			half4 frag ( PackedVaryings input
				#ifdef _WRITE_RENDERING_LAYERS
				, out float4 outRenderingLayers : SV_Target1
				#endif
				 ) : SV_Target
			{
				UNITY_SETUP_INSTANCE_ID( input );
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );

				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
					float3 WorldPosition = input.positionWS;
				#endif

				float4 ShadowCoords = float4( 0, 0, 0, 0 );

				float4 ClipPos = input.clipPosV;
				float4 ScreenPos = ComputeScreenPos( input.clipPosV );

				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
						ShadowCoords = input.shadowCoord;
					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
						ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
					#endif
				#endif

				float4 transform114 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
				float4 ase_screenPosNorm = ScreenPos / ScreenPos.w;
				ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
				float2 UV22_g19 = ase_screenPosNorm.xy;
				float2 localUnStereo22_g19 = UnStereo( UV22_g19 );
				float2 break64_g18 = localUnStereo22_g19;
				float clampDepth69_g18 = SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy );
				#ifdef UNITY_REVERSED_Z
				float staticSwitch38_g18 = ( 1.0 - clampDepth69_g18 );
				#else
				float staticSwitch38_g18 = clampDepth69_g18;
				#endif
				float3 appendResult39_g18 = (float3(break64_g18.x , break64_g18.y , staticSwitch38_g18));
				float4 appendResult42_g18 = (float4((appendResult39_g18*2.0 + -1.0) , 1.0));
				float4 temp_output_43_0_g18 = mul( unity_CameraInvProjection, appendResult42_g18 );
				float3 temp_output_46_0_g18 = ( (temp_output_43_0_g18).xyz / (temp_output_43_0_g18).w );
				float3 In75_g18 = temp_output_46_0_g18;
				float3 localInvertDepthDirURP75_g18 = InvertDepthDirURP75_g18( In75_g18 );
				float4 appendResult49_g18 = (float4(localInvertDepthDirURP75_g18 , 1.0));
				float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
				float saferPower163 = abs( ( length( abs( (( transform114 - mul( unity_CameraToWorld, appendResult49_g18 ) )).xyz ) ) / ( max( max( ase_objectScale.x , ase_objectScale.y ) , ase_objectScale.z ) * 0.5 * _Size ) ) );
				float temp_output_184_0 = ( 1.0 - saturate( pow( saferPower163 , _Rampfalloff ) ) );
				float2 temp_cast_1 = (temp_output_184_0).xx;
				
				float3 BakedAlbedo = 0;
				float3 BakedEmission = 0;
				float3 Color = tex2Dlod( _Ramp, float4( temp_cast_1, 0, 0.0) ).rgb;
				float Alpha = temp_output_184_0;
				float AlphaClipThreshold = 0.5;
				float AlphaClipThresholdShadow = 0.5;

				#ifdef _ALPHATEST_ON
					clip( Alpha - AlphaClipThreshold );
				#endif

				#if defined(_DBUFFER)
					ApplyDecalToBaseColor(input.positionCS, Color);
				#endif

				#ifdef LOD_FADE_CROSSFADE
					LODFadeCrossFade( input.positionCS );
				#endif

				#ifdef ASE_FOG
					Color = MixFog( Color, input.fogFactor );
				#endif

				#ifdef _WRITE_RENDERING_LAYERS
					uint renderingLayers = GetMeshRenderingLayer();
					outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 );
				#endif

				return half4( Color, Alpha );
			}
			ENDHLSL
		}

		
		Pass
		{
			
			Name "DepthOnly"
			Tags { "LightMode"="DepthOnly" }

			ZWrite On
			ColorMask 0
			AlphaToMask Off

			HLSLPROGRAM

			#define _SURFACE_TYPE_TRANSPARENT 1
			#pragma multi_compile_instancing
			#define ASE_SRP_VERSION 170003
			#define REQUIRE_DEPTH_TEXTURE 1


			#pragma vertex vert
			#pragma fragment frag

			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"

			#if defined(LOD_FADE_CROSSFADE)
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
            #endif

			#define ASE_NEEDS_FRAG_SCREEN_POSITION


			struct Attributes
			{
				float4 positionOS : POSITION;
				float3 normalOS : NORMAL;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryings
			{
				float4 positionCS : SV_POSITION;
				float4 clipPosV : TEXCOORD0;
				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				float3 positionWS : TEXCOORD1;
				#endif
				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
				float4 shadowCoord : TEXCOORD2;
				#endif
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float _Size;
			float _Rampfalloff;
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			

			float2 UnStereo( float2 UV )
			{
				#if UNITY_SINGLE_PASS_STEREO
				float4 scaleOffset = unity_StereoScaleOffset[ unity_StereoEyeIndex ];
				UV.xy = (UV.xy - scaleOffset.zw) / scaleOffset.xy;
				#endif
				return UV;
			}
			
			float3 InvertDepthDirURP75_g18( float3 In )
			{
				float3 result = In;
				#if !defined(ASE_SRP_VERSION) || ASE_SRP_VERSION <= 70301 || ASE_SRP_VERSION == 70503 || ASE_SRP_VERSION == 70600 || ASE_SRP_VERSION == 70700 || ASE_SRP_VERSION == 70701 || ASE_SRP_VERSION >= 80301
				result *= float3(1,1,-1);
				#endif
				return result;
			}
			

			PackedVaryings VertexFunction( Attributes input  )
			{
				PackedVaryings output = (PackedVaryings)0;
				UNITY_SETUP_INSTANCE_ID(input);
				UNITY_TRANSFER_INSTANCE_ID(input, output);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);

				

				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = input.positionOS.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif

				float3 vertexValue = defaultVertexValue;

				#ifdef ASE_ABSOLUTE_VERTEX_POS
					input.positionOS.xyz = vertexValue;
				#else
					input.positionOS.xyz += vertexValue;
				#endif

				input.normalOS = input.normalOS;

				VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );

				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
					output.positionWS = vertexInput.positionWS;
				#endif

				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					output.shadowCoord = GetShadowCoord( vertexInput );
				#endif

				output.positionCS = vertexInput.positionCS;
				output.clipPosV = vertexInput.positionCS;
				return output;
			}

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float4 vertex : INTERNALTESSPOS;
				float3 normalOS : NORMAL;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct TessellationFactors
			{
				float edge[3] : SV_TessFactor;
				float inside : SV_InsideTessFactor;
			};

			VertexControl vert ( Attributes input )
			{
				VertexControl output;
				UNITY_SETUP_INSTANCE_ID(input);
				UNITY_TRANSFER_INSTANCE_ID(input, output);
				output.vertex = input.positionOS;
				output.normalOS = input.normalOS;
				
				return output;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
			{
				TessellationFactors output;
				float4 tf = 1;
				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(input[0].vertex, input[1].vertex, input[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(input[0].vertex, input[1].vertex, input[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(input[0].vertex, input[1].vertex, input[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
				#endif
				output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
				return output;
			}

			[domain("tri")]
			[partitioning("fractional_odd")]
			[outputtopology("triangle_cw")]
			[patchconstantfunc("TessellationFunction")]
			[outputcontrolpoints(3)]
			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
			{
				return patch[id];
			}

			[domain("tri")]
			PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				Attributes output = (Attributes) 0;
				output.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
				output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
				float phongStrength = _TessPhongStrength;
				output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
				return VertexFunction(output);
			}
			#else
			PackedVaryings vert ( Attributes input )
			{
				return VertexFunction( input );
			}
			#endif

			half4 frag(PackedVaryings input  ) : SV_TARGET
			{
				UNITY_SETUP_INSTANCE_ID(input);
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );

				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				float3 WorldPosition = input.positionWS;
				#endif

				float4 ShadowCoords = float4( 0, 0, 0, 0 );

				float4 ClipPos = input.clipPosV;
				float4 ScreenPos = ComputeScreenPos( input.clipPosV );

				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
						ShadowCoords = input.shadowCoord;
					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
						ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
					#endif
				#endif

				float4 transform114 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
				float4 ase_screenPosNorm = ScreenPos / ScreenPos.w;
				ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
				float2 UV22_g19 = ase_screenPosNorm.xy;
				float2 localUnStereo22_g19 = UnStereo( UV22_g19 );
				float2 break64_g18 = localUnStereo22_g19;
				float clampDepth69_g18 = SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy );
				#ifdef UNITY_REVERSED_Z
				float staticSwitch38_g18 = ( 1.0 - clampDepth69_g18 );
				#else
				float staticSwitch38_g18 = clampDepth69_g18;
				#endif
				float3 appendResult39_g18 = (float3(break64_g18.x , break64_g18.y , staticSwitch38_g18));
				float4 appendResult42_g18 = (float4((appendResult39_g18*2.0 + -1.0) , 1.0));
				float4 temp_output_43_0_g18 = mul( unity_CameraInvProjection, appendResult42_g18 );
				float3 temp_output_46_0_g18 = ( (temp_output_43_0_g18).xyz / (temp_output_43_0_g18).w );
				float3 In75_g18 = temp_output_46_0_g18;
				float3 localInvertDepthDirURP75_g18 = InvertDepthDirURP75_g18( In75_g18 );
				float4 appendResult49_g18 = (float4(localInvertDepthDirURP75_g18 , 1.0));
				float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
				float saferPower163 = abs( ( length( abs( (( transform114 - mul( unity_CameraToWorld, appendResult49_g18 ) )).xyz ) ) / ( max( max( ase_objectScale.x , ase_objectScale.y ) , ase_objectScale.z ) * 0.5 * _Size ) ) );
				float temp_output_184_0 = ( 1.0 - saturate( pow( saferPower163 , _Rampfalloff ) ) );
				

				float Alpha = temp_output_184_0;
				float AlphaClipThreshold = 0.5;

				#ifdef _ALPHATEST_ON
					clip(Alpha - AlphaClipThreshold);
				#endif

				#ifdef LOD_FADE_CROSSFADE
					LODFadeCrossFade( input.positionCS );
				#endif
				return 0;
			}
			ENDHLSL
		}

		
		Pass
		{
			
			Name "SceneSelectionPass"
			Tags { "LightMode"="SceneSelectionPass" }

			Cull Off
			AlphaToMask Off

			HLSLPROGRAM

			#define _SURFACE_TYPE_TRANSPARENT 1
			#define ASE_SRP_VERSION 170003
			#define REQUIRE_DEPTH_TEXTURE 1


			#pragma vertex vert
			#pragma fragment frag

			#define ATTRIBUTES_NEED_NORMAL
			#define ATTRIBUTES_NEED_TANGENT
			#define SHADERPASS SHADERPASS_DEPTHONLY

			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
			#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"

			

			struct Attributes
			{
				float4 positionOS : POSITION;
				float3 normalOS : NORMAL;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryings
			{
				float4 positionCS : SV_POSITION;
				float4 ase_texcoord : TEXCOORD0;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float _Size;
			float _Rampfalloff;
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			

			float2 UnStereo( float2 UV )
			{
				#if UNITY_SINGLE_PASS_STEREO
				float4 scaleOffset = unity_StereoScaleOffset[ unity_StereoEyeIndex ];
				UV.xy = (UV.xy - scaleOffset.zw) / scaleOffset.xy;
				#endif
				return UV;
			}
			
			float3 InvertDepthDirURP75_g18( float3 In )
			{
				float3 result = In;
				#if !defined(ASE_SRP_VERSION) || ASE_SRP_VERSION <= 70301 || ASE_SRP_VERSION == 70503 || ASE_SRP_VERSION == 70600 || ASE_SRP_VERSION == 70700 || ASE_SRP_VERSION == 70701 || ASE_SRP_VERSION >= 80301
				result *= float3(1,1,-1);
				#endif
				return result;
			}
			

			int _ObjectId;
			int _PassValue;

			struct SurfaceDescription
			{
				float Alpha;
				float AlphaClipThreshold;
			};

			PackedVaryings VertexFunction(Attributes input  )
			{
				PackedVaryings output;
				ZERO_INITIALIZE(PackedVaryings, output);

				UNITY_SETUP_INSTANCE_ID(input);
				UNITY_TRANSFER_INSTANCE_ID(input, output);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);

				float4 ase_clipPos = TransformObjectToHClip((input.positionOS).xyz);
				float4 screenPos = ComputeScreenPos(ase_clipPos);
				output.ase_texcoord = screenPos;
				

				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = input.positionOS.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif

				float3 vertexValue = defaultVertexValue;

				#ifdef ASE_ABSOLUTE_VERTEX_POS
					input.positionOS.xyz = vertexValue;
				#else
					input.positionOS.xyz += vertexValue;
				#endif

				input.normalOS = input.normalOS;

				float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );

				output.positionCS = TransformWorldToHClip(positionWS);

				return output;
			}

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float4 vertex : INTERNALTESSPOS;
				float3 normalOS : NORMAL;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct TessellationFactors
			{
				float edge[3] : SV_TessFactor;
				float inside : SV_InsideTessFactor;
			};

			VertexControl vert ( Attributes input )
			{
				VertexControl output;
				UNITY_SETUP_INSTANCE_ID(input);
				UNITY_TRANSFER_INSTANCE_ID(input, output);
				output.vertex = input.positionOS;
				output.normalOS = input.normalOS;
				
				return output;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
			{
				TessellationFactors output;
				float4 tf = 1;
				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(input[0].vertex, input[1].vertex, input[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(input[0].vertex, input[1].vertex, input[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(input[0].vertex, input[1].vertex, input[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
				#endif
				output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
				return output;
			}

			[domain("tri")]
			[partitioning("fractional_odd")]
			[outputtopology("triangle_cw")]
			[patchconstantfunc("TessellationFunction")]
			[outputcontrolpoints(3)]
			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
			{
				return patch[id];
			}

			[domain("tri")]
			PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				Attributes output = (Attributes) 0;
				output.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
				output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
				float phongStrength = _TessPhongStrength;
				output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
				return VertexFunction(output);
			}
			#else
			PackedVaryings vert ( Attributes input )
			{
				return VertexFunction( input );
			}
			#endif

			half4 frag(PackedVaryings input ) : SV_TARGET
			{
				SurfaceDescription surfaceDescription = (SurfaceDescription)0;

				float4 transform114 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
				float4 screenPos = input.ase_texcoord;
				float4 ase_screenPosNorm = screenPos / screenPos.w;
				ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
				float2 UV22_g19 = ase_screenPosNorm.xy;
				float2 localUnStereo22_g19 = UnStereo( UV22_g19 );
				float2 break64_g18 = localUnStereo22_g19;
				float clampDepth69_g18 = SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy );
				#ifdef UNITY_REVERSED_Z
				float staticSwitch38_g18 = ( 1.0 - clampDepth69_g18 );
				#else
				float staticSwitch38_g18 = clampDepth69_g18;
				#endif
				float3 appendResult39_g18 = (float3(break64_g18.x , break64_g18.y , staticSwitch38_g18));
				float4 appendResult42_g18 = (float4((appendResult39_g18*2.0 + -1.0) , 1.0));
				float4 temp_output_43_0_g18 = mul( unity_CameraInvProjection, appendResult42_g18 );
				float3 temp_output_46_0_g18 = ( (temp_output_43_0_g18).xyz / (temp_output_43_0_g18).w );
				float3 In75_g18 = temp_output_46_0_g18;
				float3 localInvertDepthDirURP75_g18 = InvertDepthDirURP75_g18( In75_g18 );
				float4 appendResult49_g18 = (float4(localInvertDepthDirURP75_g18 , 1.0));
				float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
				float saferPower163 = abs( ( length( abs( (( transform114 - mul( unity_CameraToWorld, appendResult49_g18 ) )).xyz ) ) / ( max( max( ase_objectScale.x , ase_objectScale.y ) , ase_objectScale.z ) * 0.5 * _Size ) ) );
				float temp_output_184_0 = ( 1.0 - saturate( pow( saferPower163 , _Rampfalloff ) ) );
				

				surfaceDescription.Alpha = temp_output_184_0;
				surfaceDescription.AlphaClipThreshold = 0.5;

				#if _ALPHATEST_ON
					float alphaClipThreshold = 0.01f;
					#if ALPHA_CLIP_THRESHOLD
						alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
					#endif
					clip(surfaceDescription.Alpha - alphaClipThreshold);
				#endif

				half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
				return outColor;
			}
			ENDHLSL
		}

		
		Pass
		{
			
			Name "ScenePickingPass"
			Tags { "LightMode"="Picking" }

			AlphaToMask Off

			HLSLPROGRAM

			#define _SURFACE_TYPE_TRANSPARENT 1
			#define ASE_SRP_VERSION 170003
			#define REQUIRE_DEPTH_TEXTURE 1


			#pragma vertex vert
			#pragma fragment frag

			#define ATTRIBUTES_NEED_NORMAL
			#define ATTRIBUTES_NEED_TANGENT

			#define SHADERPASS SHADERPASS_DEPTHONLY

			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
			#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"

			#if defined(LOD_FADE_CROSSFADE)
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
            #endif

			

			struct Attributes
			{
				float4 positionOS : POSITION;
				float3 normalOS : NORMAL;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryings
			{
				float4 positionCS : SV_POSITION;
				float4 ase_texcoord : TEXCOORD0;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float _Size;
			float _Rampfalloff;
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			

			float2 UnStereo( float2 UV )
			{
				#if UNITY_SINGLE_PASS_STEREO
				float4 scaleOffset = unity_StereoScaleOffset[ unity_StereoEyeIndex ];
				UV.xy = (UV.xy - scaleOffset.zw) / scaleOffset.xy;
				#endif
				return UV;
			}
			
			float3 InvertDepthDirURP75_g18( float3 In )
			{
				float3 result = In;
				#if !defined(ASE_SRP_VERSION) || ASE_SRP_VERSION <= 70301 || ASE_SRP_VERSION == 70503 || ASE_SRP_VERSION == 70600 || ASE_SRP_VERSION == 70700 || ASE_SRP_VERSION == 70701 || ASE_SRP_VERSION >= 80301
				result *= float3(1,1,-1);
				#endif
				return result;
			}
			

			float4 _SelectionID;

			struct SurfaceDescription
			{
				float Alpha;
				float AlphaClipThreshold;
			};

			PackedVaryings VertexFunction(Attributes input  )
			{
				PackedVaryings output;
				ZERO_INITIALIZE(PackedVaryings, output);

				UNITY_SETUP_INSTANCE_ID(input);
				UNITY_TRANSFER_INSTANCE_ID(input, output);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);

				float4 ase_clipPos = TransformObjectToHClip((input.positionOS).xyz);
				float4 screenPos = ComputeScreenPos(ase_clipPos);
				output.ase_texcoord = screenPos;
				

				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = input.positionOS.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif

				float3 vertexValue = defaultVertexValue;

				#ifdef ASE_ABSOLUTE_VERTEX_POS
					input.positionOS.xyz = vertexValue;
				#else
					input.positionOS.xyz += vertexValue;
				#endif

				input.normalOS = input.normalOS;

				float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
				output.positionCS = TransformWorldToHClip(positionWS);
				return output;
			}

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float4 vertex : INTERNALTESSPOS;
				float3 normalOS : NORMAL;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct TessellationFactors
			{
				float edge[3] : SV_TessFactor;
				float inside : SV_InsideTessFactor;
			};

			VertexControl vert ( Attributes input )
			{
				VertexControl output;
				UNITY_SETUP_INSTANCE_ID(input);
				UNITY_TRANSFER_INSTANCE_ID(input, output);
				output.vertex = input.positionOS;
				output.normalOS = input.normalOS;
				
				return output;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
			{
				TessellationFactors output;
				float4 tf = 1;
				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(input[0].vertex, input[1].vertex, input[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(input[0].vertex, input[1].vertex, input[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(input[0].vertex, input[1].vertex, input[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
				#endif
				output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
				return output;
			}

			[domain("tri")]
			[partitioning("fractional_odd")]
			[outputtopology("triangle_cw")]
			[patchconstantfunc("TessellationFunction")]
			[outputcontrolpoints(3)]
			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
			{
				return patch[id];
			}

			[domain("tri")]
			PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				Attributes output = (Attributes) 0;
				output.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
				output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
				float phongStrength = _TessPhongStrength;
				output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
				return VertexFunction(output);
			}
			#else
			PackedVaryings vert ( Attributes input )
			{
				return VertexFunction( input );
			}
			#endif

			half4 frag(PackedVaryings input ) : SV_TARGET
			{
				SurfaceDescription surfaceDescription = (SurfaceDescription)0;

				float4 transform114 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
				float4 screenPos = input.ase_texcoord;
				float4 ase_screenPosNorm = screenPos / screenPos.w;
				ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
				float2 UV22_g19 = ase_screenPosNorm.xy;
				float2 localUnStereo22_g19 = UnStereo( UV22_g19 );
				float2 break64_g18 = localUnStereo22_g19;
				float clampDepth69_g18 = SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy );
				#ifdef UNITY_REVERSED_Z
				float staticSwitch38_g18 = ( 1.0 - clampDepth69_g18 );
				#else
				float staticSwitch38_g18 = clampDepth69_g18;
				#endif
				float3 appendResult39_g18 = (float3(break64_g18.x , break64_g18.y , staticSwitch38_g18));
				float4 appendResult42_g18 = (float4((appendResult39_g18*2.0 + -1.0) , 1.0));
				float4 temp_output_43_0_g18 = mul( unity_CameraInvProjection, appendResult42_g18 );
				float3 temp_output_46_0_g18 = ( (temp_output_43_0_g18).xyz / (temp_output_43_0_g18).w );
				float3 In75_g18 = temp_output_46_0_g18;
				float3 localInvertDepthDirURP75_g18 = InvertDepthDirURP75_g18( In75_g18 );
				float4 appendResult49_g18 = (float4(localInvertDepthDirURP75_g18 , 1.0));
				float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
				float saferPower163 = abs( ( length( abs( (( transform114 - mul( unity_CameraToWorld, appendResult49_g18 ) )).xyz ) ) / ( max( max( ase_objectScale.x , ase_objectScale.y ) , ase_objectScale.z ) * 0.5 * _Size ) ) );
				float temp_output_184_0 = ( 1.0 - saturate( pow( saferPower163 , _Rampfalloff ) ) );
				

				surfaceDescription.Alpha = temp_output_184_0;
				surfaceDescription.AlphaClipThreshold = 0.5;

				#if _ALPHATEST_ON
					float alphaClipThreshold = 0.01f;
					#if ALPHA_CLIP_THRESHOLD
						alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
					#endif
					clip(surfaceDescription.Alpha - alphaClipThreshold);
				#endif

				half4 outColor = 0;
				outColor = _SelectionID;

				return outColor;
			}

			ENDHLSL
		}

		
		Pass
		{
			
			Name "DepthNormals"
			Tags { "LightMode"="DepthNormalsOnly" }

			ZTest LEqual
			ZWrite On

			HLSLPROGRAM

        	#define _SURFACE_TYPE_TRANSPARENT 1
        	#pragma multi_compile_instancing
        	#define ASE_SRP_VERSION 170003
        	#define REQUIRE_DEPTH_TEXTURE 1


        	#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT

			#pragma vertex vert
			#pragma fragment frag

			#define ATTRIBUTES_NEED_NORMAL
			#define ATTRIBUTES_NEED_TANGENT
			#define VARYINGS_NEED_NORMAL_WS

			#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY

			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
			#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"

            #if defined(LOD_FADE_CROSSFADE)
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
            #endif

			#define ASE_NEEDS_FRAG_SCREEN_POSITION


			struct Attributes
			{
				float4 positionOS : POSITION;
				float3 normalOS : NORMAL;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryings
			{
				float4 positionCS : SV_POSITION;
				float4 clipPosV : TEXCOORD0;
				float3 normalWS : TEXCOORD1;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float _Size;
			float _Rampfalloff;
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			

			float2 UnStereo( float2 UV )
			{
				#if UNITY_SINGLE_PASS_STEREO
				float4 scaleOffset = unity_StereoScaleOffset[ unity_StereoEyeIndex ];
				UV.xy = (UV.xy - scaleOffset.zw) / scaleOffset.xy;
				#endif
				return UV;
			}
			
			float3 InvertDepthDirURP75_g18( float3 In )
			{
				float3 result = In;
				#if !defined(ASE_SRP_VERSION) || ASE_SRP_VERSION <= 70301 || ASE_SRP_VERSION == 70503 || ASE_SRP_VERSION == 70600 || ASE_SRP_VERSION == 70700 || ASE_SRP_VERSION == 70701 || ASE_SRP_VERSION >= 80301
				result *= float3(1,1,-1);
				#endif
				return result;
			}
			

			struct SurfaceDescription
			{
				float Alpha;
				float AlphaClipThreshold;
			};

			PackedVaryings VertexFunction(Attributes input  )
			{
				PackedVaryings output;
				ZERO_INITIALIZE(PackedVaryings, output);

				UNITY_SETUP_INSTANCE_ID(input);
				UNITY_TRANSFER_INSTANCE_ID(input, output);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);

				

				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = input.positionOS.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif

				float3 vertexValue = defaultVertexValue;

				#ifdef ASE_ABSOLUTE_VERTEX_POS
					input.positionOS.xyz = vertexValue;
				#else
					input.positionOS.xyz += vertexValue;
				#endif

				input.normalOS = input.normalOS;

				VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );

				output.positionCS = vertexInput.positionCS;
				output.clipPosV = vertexInput.positionCS;
				output.normalWS = TransformObjectToWorldNormal( input.normalOS );
				return output;
			}

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float4 vertex : INTERNALTESSPOS;
				float3 normalOS : NORMAL;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct TessellationFactors
			{
				float edge[3] : SV_TessFactor;
				float inside : SV_InsideTessFactor;
			};

			VertexControl vert ( Attributes input )
			{
				VertexControl output;
				UNITY_SETUP_INSTANCE_ID(input);
				UNITY_TRANSFER_INSTANCE_ID(input, output);
				output.vertex = input.positionOS;
				output.normalOS = input.normalOS;
				
				return output;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
			{
				TessellationFactors output;
				float4 tf = 1;
				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(input[0].vertex, input[1].vertex, input[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(input[0].vertex, input[1].vertex, input[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(input[0].vertex, input[1].vertex, input[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
				#endif
				output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
				return output;
			}

			[domain("tri")]
			[partitioning("fractional_odd")]
			[outputtopology("triangle_cw")]
			[patchconstantfunc("TessellationFunction")]
			[outputcontrolpoints(3)]
			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
			{
				return patch[id];
			}

			[domain("tri")]
			PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				Attributes output = (Attributes) 0;
				output.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
				output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
				
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
				float phongStrength = _TessPhongStrength;
				output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
				return VertexFunction(output);
			}
			#else
			PackedVaryings vert ( Attributes input )
			{
				return VertexFunction( input );
			}
			#endif

			void frag( PackedVaryings input
				, out half4 outNormalWS : SV_Target0
			#ifdef _WRITE_RENDERING_LAYERS
				, out float4 outRenderingLayers : SV_Target1
			#endif
				 )
			{
				float4 ClipPos = input.clipPosV;
				float4 ScreenPos = ComputeScreenPos( input.clipPosV );

				float4 transform114 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
				float4 ase_screenPosNorm = ScreenPos / ScreenPos.w;
				ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
				float2 UV22_g19 = ase_screenPosNorm.xy;
				float2 localUnStereo22_g19 = UnStereo( UV22_g19 );
				float2 break64_g18 = localUnStereo22_g19;
				float clampDepth69_g18 = SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy );
				#ifdef UNITY_REVERSED_Z
				float staticSwitch38_g18 = ( 1.0 - clampDepth69_g18 );
				#else
				float staticSwitch38_g18 = clampDepth69_g18;
				#endif
				float3 appendResult39_g18 = (float3(break64_g18.x , break64_g18.y , staticSwitch38_g18));
				float4 appendResult42_g18 = (float4((appendResult39_g18*2.0 + -1.0) , 1.0));
				float4 temp_output_43_0_g18 = mul( unity_CameraInvProjection, appendResult42_g18 );
				float3 temp_output_46_0_g18 = ( (temp_output_43_0_g18).xyz / (temp_output_43_0_g18).w );
				float3 In75_g18 = temp_output_46_0_g18;
				float3 localInvertDepthDirURP75_g18 = InvertDepthDirURP75_g18( In75_g18 );
				float4 appendResult49_g18 = (float4(localInvertDepthDirURP75_g18 , 1.0));
				float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
				float saferPower163 = abs( ( length( abs( (( transform114 - mul( unity_CameraToWorld, appendResult49_g18 ) )).xyz ) ) / ( max( max( ase_objectScale.x , ase_objectScale.y ) , ase_objectScale.z ) * 0.5 * _Size ) ) );
				float temp_output_184_0 = ( 1.0 - saturate( pow( saferPower163 , _Rampfalloff ) ) );
				

				float Alpha = temp_output_184_0;
				float AlphaClipThreshold = 0.5;

				#if _ALPHATEST_ON
					clip( Alpha - AlphaClipThreshold );
				#endif

				#ifdef LOD_FADE_CROSSFADE
					LODFadeCrossFade( input.positionCS );
				#endif

				#if defined(_GBUFFER_NORMALS_OCT)
					float3 normalWS = normalize(input.normalWS);
					float2 octNormalWS = PackNormalOctQuadEncode(normalWS);           // values between [-1, +1], must use fp32 on some platforms
					float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5);   // values between [ 0,  1]
					half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS);      // values between [ 0,  1]
					outNormalWS = half4(packedNormalWS, 0.0);
				#else
					float3 normalWS = input.normalWS;
					outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0);
				#endif

				#ifdef _WRITE_RENDERING_LAYERS
					uint renderingLayers = GetMeshRenderingLayer();
					outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
				#endif
			}

			ENDHLSL
		}

		
		Pass
		{
			
			Name "MotionVectors"
			Tags { "LightMode"="MotionVectors" }

			ColorMask RG

			HLSLPROGRAM

			#define _SURFACE_TYPE_TRANSPARENT 1
			#pragma multi_compile_instancing
			#define ASE_SRP_VERSION 170003
			#define REQUIRE_DEPTH_TEXTURE 1


			#pragma vertex vert
			#pragma fragment frag

			#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
		    #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
		    #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
		    #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
		    #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
		    #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
		    #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
		    #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
			#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
            #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
		    #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
		    #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"

			#if defined(LOD_FADE_CROSSFADE)
				#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
			#endif

			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MotionVectorsCommon.hlsl"

			

			struct Attributes
			{
				float4 positionOS : POSITION;
				float3 positionOld : TEXCOORD4;
				#if _ADD_PRECOMPUTED_VELOCITY
					float3 alembicMotionVector : TEXCOORD5;
				#endif
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct PackedVaryings
			{
				float4 positionCS : SV_POSITION;
				float4 positionCSNoJitter : TEXCOORD0;
				float4 previousPositionCSNoJitter : TEXCOORD1;
				float4 ase_texcoord2 : TEXCOORD2;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float _Size;
			float _Rampfalloff;
			#ifdef ASE_TRANSMISSION
				float _TransmissionShadow;
			#endif
			#ifdef ASE_TRANSLUCENCY
				float _TransStrength;
				float _TransNormal;
				float _TransScattering;
				float _TransDirect;
				float _TransAmbient;
				float _TransShadow;
			#endif
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END

			#ifdef SCENEPICKINGPASS
				float4 _SelectionID;
			#endif

			#ifdef SCENESELECTIONPASS
				int _ObjectId;
				int _PassValue;
			#endif

			

			float2 UnStereo( float2 UV )
			{
				#if UNITY_SINGLE_PASS_STEREO
				float4 scaleOffset = unity_StereoScaleOffset[ unity_StereoEyeIndex ];
				UV.xy = (UV.xy - scaleOffset.zw) / scaleOffset.xy;
				#endif
				return UV;
			}
			
			float3 InvertDepthDirURP75_g18( float3 In )
			{
				float3 result = In;
				#if !defined(ASE_SRP_VERSION) || ASE_SRP_VERSION <= 70301 || ASE_SRP_VERSION == 70503 || ASE_SRP_VERSION == 70600 || ASE_SRP_VERSION == 70700 || ASE_SRP_VERSION == 70701 || ASE_SRP_VERSION >= 80301
				result *= float3(1,1,-1);
				#endif
				return result;
			}
			

			PackedVaryings VertexFunction( Attributes input  )
			{
				PackedVaryings output = (PackedVaryings)0;
				UNITY_SETUP_INSTANCE_ID(input);
				UNITY_TRANSFER_INSTANCE_ID(input, output);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);

				float4 ase_clipPos = TransformObjectToHClip((input.positionOS).xyz);
				float4 screenPos = ComputeScreenPos(ase_clipPos);
				output.ase_texcoord2 = screenPos;
				

				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = input.positionOS.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif

				float3 vertexValue = defaultVertexValue;

				#ifdef ASE_ABSOLUTE_VERTEX_POS
					input.positionOS.xyz = vertexValue;
				#else
					input.positionOS.xyz += vertexValue;
				#endif

				VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );

				// Jittered. Match the frame.
				output.positionCS = vertexInput.positionCS;
				output.positionCSNoJitter = mul( _NonJitteredViewProjMatrix, mul( UNITY_MATRIX_M, input.positionOS ) );

				float4 prevPos = ( unity_MotionVectorsParams.x == 1 ) ? float4( input.positionOld, 1 ) : input.positionOS;

				#if _ADD_PRECOMPUTED_VELOCITY
					prevPos = prevPos - float4(input.alembicMotionVector, 0);
				#endif

				output.previousPositionCSNoJitter = mul( _PrevViewProjMatrix, mul( UNITY_PREV_MATRIX_M, prevPos ) );

				ApplyMotionVectorZBias( output.positionCS );
				return output;
			}

			PackedVaryings vert ( Attributes input )
			{
				return VertexFunction( input );
			}

			half4 frag(	PackedVaryings input  ) : SV_Target
			{
				UNITY_SETUP_INSTANCE_ID(input);
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );

				float4 transform114 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
				float4 screenPos = input.ase_texcoord2;
				float4 ase_screenPosNorm = screenPos / screenPos.w;
				ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
				float2 UV22_g19 = ase_screenPosNorm.xy;
				float2 localUnStereo22_g19 = UnStereo( UV22_g19 );
				float2 break64_g18 = localUnStereo22_g19;
				float clampDepth69_g18 = SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy );
				#ifdef UNITY_REVERSED_Z
				float staticSwitch38_g18 = ( 1.0 - clampDepth69_g18 );
				#else
				float staticSwitch38_g18 = clampDepth69_g18;
				#endif
				float3 appendResult39_g18 = (float3(break64_g18.x , break64_g18.y , staticSwitch38_g18));
				float4 appendResult42_g18 = (float4((appendResult39_g18*2.0 + -1.0) , 1.0));
				float4 temp_output_43_0_g18 = mul( unity_CameraInvProjection, appendResult42_g18 );
				float3 temp_output_46_0_g18 = ( (temp_output_43_0_g18).xyz / (temp_output_43_0_g18).w );
				float3 In75_g18 = temp_output_46_0_g18;
				float3 localInvertDepthDirURP75_g18 = InvertDepthDirURP75_g18( In75_g18 );
				float4 appendResult49_g18 = (float4(localInvertDepthDirURP75_g18 , 1.0));
				float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
				float saferPower163 = abs( ( length( abs( (( transform114 - mul( unity_CameraToWorld, appendResult49_g18 ) )).xyz ) ) / ( max( max( ase_objectScale.x , ase_objectScale.y ) , ase_objectScale.z ) * 0.5 * _Size ) ) );
				float temp_output_184_0 = ( 1.0 - saturate( pow( saferPower163 , _Rampfalloff ) ) );
				

				float Alpha = temp_output_184_0;
				float AlphaClipThreshold = 0.5;

				#ifdef _ALPHATEST_ON
					clip(Alpha - AlphaClipThreshold);
				#endif

				#ifdef LOD_FADE_CROSSFADE
					LODFadeCrossFade( input.positionCS );
				#endif

				return float4( CalcNdcMotionVectorFromCsPositions( input.positionCSNoJitter, input.previousPositionCSNoJitter ), 0, 0 );
			}
			ENDHLSL
		}
		
	}
	
	CustomEditor "UnityEditor.ShaderGraphUnlitGUI"
	FallBack "Hidden/Shader Graph/FallbackError"
	
	Fallback "Hidden/InternalErrorShader"
}
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ASEEND*/
//CHKSM=855EAD455E8DA40AA2ACE9130B32F664A783A8C5